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blog.demofox.org
| | www.jendrikillner.com
6.0 parsecs away

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| | [AI summary] The article discusses advancements in graphics programming, including differentiable rasterization techniques, color science, object space shading methods, and dynamic level of detail implementations using OpenGL.
| | kosmonautblog.wordpress.com
4.8 parsecs away

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| | In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations...
| | cowboyprogramming.com
4.5 parsecs away

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| | [AI summary] A technical tutorial explaining how to create realistic destructible walls in games using parity mapping shaders to simulate bullet hole depth.
| | www.willusher.io
41.2 parsecs away

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